My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Baby Dragon Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Baby Dragon Golem Bandit Night Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon Golem Bandit

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Golem Bandit

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Skeleton Army Bandit Night Witch
Giant Snowball
Bats Skeleton Army Baby Dragon Night Witch
Zap
Bats Skeleton Army Bandit Night Witch
Barbarian Barrel
Skeleton Army Bandit Night Witch
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army Night Witch
Royal Delivery
Bats Skeleton Army Baby Dragon Bandit Night Witch
Fireball
Skeleton Army Baby Dragon Bandit Night Witch
Poison
Bats Skeleton Army Night Witch
Lightning
Baby Dragon Bandit Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Baby Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Skeleton Army Tornado Baby Dragon Golem Night Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Skeleton Army Tornado Bandit Baby Dragon Night Witch Golem

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats Zap Skeleton Army Tornado

Attack Synergies 4 12

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Zap Baby Dragon Golem Bandit
Zap
Tornado Bats Baby Dragon Golem Bandit Night Witch
Skeleton Army
Tornado
Zap Baby Dragon Golem Night Witch
Baby Dragon
Tornado Golem Bats Zap Bandit
Golem
Baby Dragon Night Witch Bats Zap Tornado Bandit
Bandit
Bats Zap Baby Dragon Golem
Night Witch
Golem Zap Tornado

Defense Synergies 0 11

Bats
Zap Baby Dragon Bandit
Zap
Bats Skeleton Army Tornado Baby Dragon Bandit Night Witch
Skeleton Army
Zap Bandit
Tornado
Zap Baby Dragon
Baby Dragon
Bats Zap Tornado Bandit
Golem
Bandit
Bats Zap Skeleton Army Baby Dragon
Night Witch
Zap

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Baby Dragon
Skeleton Army Bats Zap Bandit Night Witch
Skeleton Army Tornado Bats Bandit Night Witch
Skeleton Army Night Witch Bats Bandit
Skeleton Army Tornado
Skeleton Army Tornado Bats Zap Baby Dragon Bandit Night Witch
Bats Tornado Zap Baby Dragon Night Witch
Zap Baby Dragon Bandit
Skeleton Army Tornado Night Witch
Skeleton Army Tornado Bandit Night Witch
Bats Skeleton Army Zap Tornado Baby Dragon Bandit Night Witch
Bats Zap Tornado Baby Dragon Night Witch
Skeleton Army Night Witch Bats Zap Bandit
Skeleton Army Bats Zap Tornado Baby Dragon Night Witch
Skeleton Army Bandit
Skeleton Army Tornado Zap Bandit
Bats Skeleton Army Tornado Night Witch
Bats Zap Skeleton Army Tornado Baby Dragon Bandit Night Witch
Zap Tornado Baby Dragon Bats Bandit
Tornado
Skeleton Army Bats Baby Dragon Bandit Night Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Zap Bandit
Bandit Zap Baby Dragon
Skeleton Army Bandit Bats Zap
Skeleton Army Bats Zap Tornado Bandit Night Witch
Skeleton Army Bandit Night Witch
Bats Zap Tornado Baby Dragon
Skeleton Army Bats Bandit Night Witch
Skeleton Army
Zap Bats Skeleton Army Tornado Baby Dragon Bandit
Skeleton Army
Bats
Skeleton Army Zap Tornado
Skeleton Army Bandit Night Witch
Skeleton Army Baby Dragon
Skeleton Army Bats Zap Tornado Baby Dragon Night Witch
Bats Zap Baby Dragon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Baby Dragon Bandit
Zap Tornado Baby Dragon Bandit
Baby Dragon Bandit
Zap Baby Dragon
Bats Zap Tornado Baby Dragon
Tornado Baby Dragon
Zap Tornado Baby Dragon
Zap Tornado Bandit
Bats Tornado Night Witch
Zap Tornado Bandit
Zap Tornado Baby Dragon
Baby Dragon Bandit
Baby Dragon Bandit
Zap Baby Dragon
Zap Baby Dragon Bandit
Baby Dragon Bandit
Tornado
Bats Night Witch
Zap Baby Dragon Bandit
Zap Tornado Baby Dragon
Baby Dragon Night Witch
Tornado
Tornado
Zap Baby Dragon
Zap Tornado Baby Dragon
Zap Tornado Baby Dragon Bandit
Zap Tornado Baby Dragon Bandit
Zap Tornado Baby Dragon Bandit
Bats Zap Tornado Baby Dragon Night Witch
Zap Bats
Night Witch
Zap Bandit Night Witch
Zap
Zap Bats Skeleton Army Bandit Night Witch
Zap Tornado Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Tornado
Zap Bats Tornado Baby Dragon
Bats Zap Tornado
Zap Tornado Baby Dragon Bandit

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